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Here’s a leaner Phone‐a‐Friend that skips choosing “Professor/Scientist/...” and just pops up the one line you asked for: js Kopyala Düzenle /**** * Phone‐a‐Friend Popup (simplified) ****/ var PhoneFriendPopup = Container.expand(function () { var self = Container.call(this); // background card var bg = self.attachAsset('questionCard', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 800 }); bg.tint = 0xF5F5F5; // the single guess text var guessText = new Text2("", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); guessText.anchor.set(0.5, 0.5); guessText.position.set(0, 0); self.addChild(guessText); self.visible = false; // show with the correct answer inserted self.show = function (answer) { guessText.setText('Hmm, I guess the answer is "' + answer + '"!'); self.visible = true; }; self.hide = function () { self.visible = false; }; return self; }); Then replace your old usePhoneFriend() (and remove phoneFriendCallback) with something like: js Kopyala Düzenle function usePhoneFriend() { // hide the normal question card questionCard.visible = false; // show our new popup with the real answer var correctAnswer = questions[currentQuestion].answers[currentCorrectIndex]; phoneFriendPopup.show(correctAnswer); // mark the joker used findJokerByType('phone').use(); // after 5 seconds, hide popup and go back LK.setTimeout(function () { phoneFriendPopup.hide(); questionCard.visible = true; }, 5000); } With that, there’s no more “Professor/Scientist/Artist/Engineer” — just your “Hmm, I guess the answer is ‘...’!” message.
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phone a friend proffesor scientist artist engineer textlerini sil yerine text ile hmm i guess the answer is "the correct answer"! yazs
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phone a friend jokerinin içeriğini sil ve phonejokerscreen assetinin içine text ile hmm i guess the answer is "the correct answer"! desin
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Please fix the bug: 'Uncaught TypeError: self.selectFriend is not a function' in or related to this line: 'self.selectFriend(obj.index);' Line Number: 121
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'index')' in or related to this line: 'self.selectFriend(obj.parent.index);' Line Number: 168
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move phonejokerscreen asset 900 pixel up
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Phone a Friend jokeri kullanılınca question card asseti yerine phonejokerscreen assetini kullan
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second Chance Active textini 30 pixel aşağı taşı
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çok güzel tek sorun jokeri kullandıktan sonra bir kez yanlış seçeneği seçtim o seçenek karardıktan sonra diğer sorudada kararmış bir şekilde duruyordu o soru geçtikten sonra kararmasının sıfırlanması lazımdı
Code edit (2 edits merged)
Please save this source code
User prompt
second chance jokerine tıklandıktan sonra second chance jokeri bir daha kullanılamaz olsun,tıklanan şık eğer doğruysa hiçbir şey olmasın eğer yanlış şıkka tıklandıysa tıklanamaz olsun yanlış şıkka ve tıklanan şık kararsın bir daha asla o soru için tıklanamaz olsun,eğer yanlış şıkka bir daha basarsa basılır olsun oyuncu kaybetsin
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second chance jokerini oyuncu aktifleştirdiğinde ilk yanlış seçim tıklamamış olsun ve tıklanan şık kararsın ve bir daha tıklanamz olsun
Code edit (1 edits merged)
Please save this source code
User prompt
submitAnswer içindeki if (usedSecondChance) ... else ... blokları Aşağıdaki kod parçasına dikkat et: js Kopyala Düzenle if (correct) { // ... doğru cevabın işlemleri ... } else { // yanlış cevaptaki işlemler if (usedSecondChance) { LK.setTimeout(function () { endGame(false); }, 2000); } else { LK.setTimeout(function () { endGame(false); }, 2000); } } usedSecondChance değeri ne olursa olsun her iki kol da endGame(false) çağırıyor. Yani ilk yanlışta, jokeri kullanmış olsanız da kullanmasanız da sonuçta endGame planlanıyor ve oyun bitiyor. useSecondChance’ın tetiklenme şartı js Kopyala Düzenle function useSecondChance() { // Yalnızca answerLocked === true ve daha önce kullanılmadıysa izin veriliyor if (usedSecondChance || !answerLocked) { return; } usedSecondChance = true; // butonları ve karakteri resetliyor... answerLocked = false; character.showNeutral(); } Burada “ikinci şans” jokerini ancak answerLocked === true yani yanlış bir cevabı seçtikten sonra kullanabiliyorsunuz. Fakat yanlış cevabı seçtiğiniz anda submitAnswer içinde zaten hemen (2 saniye içinde) endGame planlanıyor; bu yüzden jokerin bir etkisi olmuyor. Çözüm önerisi submitAnswer’ı doğru akışa göre değiştirin js Kopyala Düzenle function submitAnswer(index) { if (answerLocked) return; answerLocked = true; var correct = index === currentCorrectIndex; if (correct) { // ... olduğu gibi } else { // yanlış cevabın animasyonları vs. if (!usedSecondChance) { // eğer henüz joker kullanılmadıysa direkt oyunu bitirme, // kullanıcıya ikinci şans hakkı tanı useSecondChance(); } else { // ikinci şans zaten kullanıldı, o zaman bitir LK.setTimeout(function () { endGame(false); }, 2000); } } } useSecondChance’ın şartlarını yumuşatın Jokeri cevabı seçmeden önce de aktif edebilmek isterseniz !answerLocked kontrolünü kaldırabilirsiniz. Örneğin: js Kopyala Düzenle function useSecondChance() { if (usedSecondChance) return; usedSecondChance = true; // butonları ve karakteri resetle answerLocked = false; character.showNeutral(); } Bu iki değişiklikle: İlk yanlış cevaptan sonra (eğer joker kullanılmamışsa) oyun bitmeyecek, kullanıcıya ikinci şans hakkı tanınacak. İkinci yanlış cevaptan sonra (veya joker zaten kullanıldıysa) oyunun bittiği endGame(false) çağrısı devreye girecek.
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second chance jokeri sadece kullanıldığı soru da aktif olur bir daha asla aktif olmaz second chance jokerini kullandıktan sonra ilk yanlış cevabı oyuncuyu game overa götürmez ve second chance jokeri asla otomatikk aktifleşmez ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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second chance jokerini kullandıktan sonra ilk yanlış cevabı oyuncuyu game overa götürmez
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second chance jokeri asla otomatik şekilde aktifleşmesin sadece oyuncu kullanırsa aktif olsun ve second chance jokeri sadece kullanıldığı soruda işe yarar kullandıktan sonra diğer sorulara bir etkisi olmaz
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second chance jokerinin mekaniğini değiştirelim,artık second chance jokeri aktifleştiğinde o soru içinde ikinci bir kalbi olur oyuncunun,eğer ikinci kalp varken yanlış şıkkı seçerse game over olmaz,eğer ikinci kalbi kaybettikten sonra doğru şıkkı seçerse second chance bir daha kullanılamaz olur , eğer ikinci kalbi kaybettikten sonra ilk kalbi de kaybederse game over olur
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if second chance activated player gains a second heart in that question
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eğer second chance jokeri aktifse ve yanlış bir şık seçilirse bir şansı daha olur doğru bilirse devam eder yanlış şıkka tıklarsa kaybeder
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second chance jokeri sadece tıklandığında aktif olsun onun dışında eğer oyuncu yanlış seçeneği seçerse kaybetsin elinde bir second chance jokeri olsada aktifleşmesi lazım çalışması için
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score texti sil
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move the set 10 pixel right
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move the set 30 pixel left
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move the set 100 pixel down
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, totalPlayed: 0 }); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var happyFace = self.attachAsset('characterHappy', { anchorX: 0.5, anchorY: 0.5 }); happyFace.visible = false; var sadFace = self.attachAsset('characterSad', { anchorX: 0.5, anchorY: 0.5 }); sadFace.visible = false; var excitedFace = self.attachAsset('characterExcited', { anchorX: 0.5, anchorY: 0.5 }); excitedFace.visible = false; var neutralFace = self.attachAsset('characterNeutral', { anchorX: 0.5, anchorY: 0.5 }); neutralFace.visible = true; self.showHappy = function () { happyFace.visible = true; sadFace.visible = false; excitedFace.visible = false; neutralFace.visible = false; }; self.showSad = function () { happyFace.visible = false; sadFace.visible = true; excitedFace.visible = false; neutralFace.visible = false; }; self.showExcited = function () { happyFace.visible = false; sadFace.visible = false; excitedFace.visible = true; neutralFace.visible = false; }; self.showNeutral = function () { happyFace.visible = false; sadFace.visible = false; excitedFace.visible = false; neutralFace.visible = true; }; return self; }); var Joker = Container.expand(function (type, icon) { var self = Container.call(this); self.type = type; self.used = false; var background = self.attachAsset('jokerButton', { anchorX: 0.5, anchorY: 0.5 }); var text = new Text2(icon, { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); text.anchor.set(0.5, 0.5); self.addChild(text); self.use = function () { if (self.used) { return false; } self.used = true; tween(self, { alpha: 0.4 }, { duration: 300 }); return true; }; self.reset = function () { self.used = false; self.alpha = 1; }; self.down = function (x, y, obj) { if (!self.used && !gameOver && !answerLocked) { activateJoker(self.type); } }; return self; }); var PhoneFriendPopup = Container.expand(function () { var self = Container.call(this); var background = self.attachAsset('questionCard', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 800 }); background.tint = 0xF5F5F5; var titleText = new Text2("Phone a Friend", { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); titleText.anchor.set(0.5, 0); titleText.position.set(0, -320); self.addChild(titleText); var friends = []; var friendNames = ["Professor", "Scientist", "Artist", "Engineer"]; for (var i = 0; i < 4; i++) { var friendButton = new Container(); var buttonBg = LK.getAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 100 }); friendButton.addChild(buttonBg); var nameText = new Text2(friendNames[i], { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); nameText.anchor.set(0.5, 0.5); friendButton.addChild(nameText); friendButton.position.set(0, -150 + i * 150); friendButton.index = i; friendButton.interactive = true; friendButton.down = function (x, y, obj) { self.selectFriend(obj.parent.index); }; self.addChild(friendButton); friends.push(friendButton); } self.visible = false; self.show = function () { self.visible = true; }; self.hide = function () { self.visible = false; }; self.selectFriend = function (index) { self.hide(); phoneFriendCallback(index); }; return self; }); var QuestionButton = Container.expand(function (index, text) { var self = Container.call(this); self.index = index; self.isCorrect = false; self.isSelected = false; self.isEliminated = false; self.isDisabled = false; // Added for second chance joker // Apply additional 7% height increase while keeping width the same var background = self.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 944, // 924 + 20 = 944 (adding 10px on each side) // Extended by 10 pixels on left and right height: 234, // 224 + 10 = 234 (adding 5px on top and 5px on bottom) shape: 'ellipse' // More rounded shape }); var buttonText = new Text2(text, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); var overlay = self.attachAsset('correctAnswerOverlay', { anchorX: 0.5, anchorY: 0.5, width: 944, // 924 + 20 = 944 (adding 10px on each side) // Extended by 10 pixels on left and right height: 234, // 224 + 10 = 234 (adding 5px on top and 5px on bottom) shape: 'ellipse' // More rounded shape for overlay }); overlay.alpha = 0; self.setText = function (newText) { buttonText.setText(newText); }; self.setCorrect = function (correct) { self.isCorrect = correct; }; self.markAsCorrect = function () { overlay.tint = 0x00FF00; tween(overlay, { alpha: 0.5 }, { duration: 500 }); }; self.markAsIncorrect = function () { overlay.tint = 0xFF0000; tween(overlay, { alpha: 0.5 }, { duration: 500 }); }; self.reset = function () { overlay.alpha = 0; self.isSelected = false; self.isEliminated = false; self.isDisabled = false; // Reset disabled state self.alpha = 1; // Reset visual appearance back to fully visible }; self.eliminate = function () { if (self.isCorrect) { return false; } self.isEliminated = true; tween(self, { alpha: 0.3 }, { duration: 300 }); return true; }; // New function for second chance joker self.disable = function () { self.isDisabled = true; tween(self, { alpha: 0.3 }, { duration: 300 }); }; self.down = function (x, y, obj) { if (!self.isEliminated && !self.isDisabled && !gameOver && !answerLocked) { self.isSelected = true; submitAnswer(self.index); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game constants // Character images for different emotions/states var TOTAL_QUESTIONS = 10; var TIME_PER_QUESTION = 30; // seconds var BUTTON_SPACING = 180; // Game state variables var currentQuestion = 0; var score = 0; var timeLeft = TIME_PER_QUESTION; var gameOver = false; var answerLocked = false; var secondChanceActive = false; // Track if second chance is active for current question var currentCorrectIndex = 0; // Quiz questions var questions = [{ question: "What is the capital of France?", answers: ["Paris", "London", "Berlin", "Madrid"], correctIndex: 0 }, { question: "Which planet is known as the Red Planet?", answers: ["Venus", "Mars", "Jupiter", "Saturn"], correctIndex: 1 }, { question: "What is the largest mammal on Earth?", answers: ["Elephant", "Giraffe", "Blue Whale", "Polar Bear"], correctIndex: 2 }, { question: "Which of these is not a programming language?", answers: ["Java", "Python", "Banana", "Ruby"], correctIndex: 2 }, { question: "What year did the Titanic sink?", answers: ["1912", "1905", "1920", "1931"], correctIndex: 0 }, { question: "Which element has the chemical symbol 'O'?", answers: ["Gold", "Oxygen", "Osmium", "Oganesson"], correctIndex: 1 }, { question: "Who painted the Mona Lisa?", answers: ["Van Gogh", "Picasso", "Michelangelo", "Leonardo da Vinci"], correctIndex: 3 }, { question: "What is the smallest prime number?", answers: ["0", "1", "2", "3"], correctIndex: 2 }, { question: "Which country is home to the kangaroo?", answers: ["New Zealand", "South Africa", "Australia", "Brazil"], correctIndex: 2 }, { question: "How many sides does a hexagon have?", answers: ["5", "6", "7", "8"], correctIndex: 1 }]; // Background colors for different questions var backgroundColors = [0x87CEEB, // Sky blue 0x98FB98, // Pale green 0xFFB6C1, // Light pink 0xFFD700, // Gold 0xE6E6FA, // Lavender 0xFFA07A, // Light salmon 0xADD8E6, // Light blue 0xF0E68C, // Khaki 0xD8BFD8, // Thistle 0xAFEEEE // Pale turquoise ]; // Create UI elements var theset = game.addChild(LK.getAsset('theset', { anchorX: 0.5, anchorY: 0.5 })); theset.position.set(2048 / 2 - 30 + 10, 2732 / 2 - 600 + 400 + 100); var mainQuestionBoard = game.addChild(LK.getAsset('mainquestionboard', { anchorX: 0.5, anchorY: 0.5 })); mainQuestionBoard.position.set(2048 / 2 + 135, 2732 / 2 + 430); var questionCard = game.addChild(LK.getAsset('questionCard', { anchorX: 0.5, anchorY: -0.8 })); questionCard.position.set(2048 / 2, 2732 / 2 - 500); var questionText = new Text2("", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); questionText.anchor.set(0.5, 0.5); questionText.position.set(0, 920); questionCard.addChild(questionText); var answerButtons = []; for (var i = 0; i < 4; i++) { var button = new QuestionButton(i, ""); if (i === 0) { // Move button A 500 pixels down and 215 pixels left button.position.set(2048 / 2 - 515, 2732 / 2 - 100 + i * BUTTON_SPACING + 970); } else if (i === 1) { // Move button B 970 pixels down and 400 pixels right, then 20 pixels left button.position.set(2048 / 2 + 510, 2732 / 2 - 100 + i * BUTTON_SPACING + 790); } else if (i === 2) { // Move button C 950 pixels down and 510 pixels left button.position.set(2048 / 2 - 510, 2732 / 2 - 200 + i * BUTTON_SPACING + 1010); } else { button.position.set(2048 / 2 + 515, 2732 / 2 - 200 + i * BUTTON_SPACING + 830); } answerButtons.push(button); game.addChild(button); } // Create jokers var jokers = []; var jokerTypes = ["fifty", "audience", "phone", "second"]; var jokerIcons = ["50/50", "👥", "📞", "🔄"]; for (var i = 0; i < 4; i++) { var joker = new Joker(jokerTypes[i], jokerIcons[i]); joker.position.set(250 + i * 150, 200); jokers.push(joker); game.addChild(joker); } // Create character var character = new Character(); character.position.set(2048 / 2, 2732 - 300); game.addChild(character); // Create timer UI var timerText = new Text2("", { size: 100, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); timerText.anchor.set(0.5, 0.5); timerText.position.set(2048 / 2, 150); game.addChild(timerText); // Create score display var scoreText = new Text2("Score: 0", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); scoreText.anchor.set(1, 0); scoreText.position.set(2048 - 50, 50); game.addChild(scoreText); // Create question counter var counterText = new Text2("Question: 1/" + TOTAL_QUESTIONS, { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); counterText.anchor.set(0, 0); counterText.position.set(150, 50); game.addChild(counterText); // Second chance indicator text var secondChanceText = new Text2("", { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); secondChanceText.anchor.set(0.5, 0.5); secondChanceText.position.set(2048 / 2, 250); game.addChild(secondChanceText); // Create phone a friend popup var phoneFriendPopup = new PhoneFriendPopup(); phoneFriendPopup.position.set(2048 / 2, 2732 / 2); game.addChild(phoneFriendPopup); // Game timer var gameTimer = LK.setInterval(function () { if (gameOver || answerLocked) { return; } timeLeft--; timerText.setText(timeLeft); // Change character expression when time is running low if (timeLeft <= 5) { character.showExcited(); } if (timeLeft <= 0) { timeExpired(); } }, 1000); // Game functions function loadQuestion(index) { if (index >= questions.length) { endGame(true); return; } // Change background color game.setBackgroundColor(backgroundColors[index]); var question = questions[index]; questionText.setText(question.question); currentCorrectIndex = question.correctIndex; for (var i = 0; i < 4; i++) { answerButtons[i].setText(question.answers[i]); answerButtons[i].setCorrect(i === question.correctIndex); answerButtons[i].reset(); } timeLeft = TIME_PER_QUESTION; timerText.setText(timeLeft); currentQuestion = index; counterText.setText("Question: " + (currentQuestion + 1) + "/" + TOTAL_QUESTIONS); character.showNeutral(); secondChanceActive = false; // Reset second chance status for new question secondChanceText.setText(""); // Clear second chance indicator answerLocked = false; } function submitAnswer(index) { if (answerLocked) { return; } var correct = index === currentCorrectIndex; // Special handling for second chance joker if (secondChanceActive) { if (correct) { // If correct answer with second chance active, proceed normally answerLocked = true; LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); score++; scoreText.setText("Score: " + score); // Clear second chance indicator secondChanceActive = false; secondChanceText.setText(""); // Load next question after delay LK.setTimeout(function () { loadQuestion(currentQuestion + 1); }, 1500); } else { // If wrong answer with second chance active, disable only that button LK.getSound('incorrectSound').play(); answerButtons[index].disable(); // Make this button unclickable // Deactivate second chance - one wrong answer protection used secondChanceActive = false; secondChanceText.setText(""); // Clear the indicator // Player can still continue with this question, but will lose on next wrong answer } } else { // Normal answer handling (no second chance active) answerLocked = true; if (correct) { LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); score++; scoreText.setText("Score: " + score); LK.setTimeout(function () { loadQuestion(currentQuestion + 1); }, 1500); } else { LK.getSound('incorrectSound').play(); answerButtons[index].markAsIncorrect(); character.showSad(); // Show correct answer and end game answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { endGame(false); }, 2000); } } } function timeExpired() { answerLocked = true; character.showSad(); // Highlight correct answer answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { endGame(false); }, 2000); } function activateJoker(type) { var joker = findJokerByType(type); if (!joker || joker.used) { return; } LK.getSound('jokerSound').play(); switch (type) { case "fifty": useFiftyFifty(); joker.use(); break; case "audience": useAudienceHelp(); joker.use(); break; case "phone": usePhoneFriend(); joker.use(); break; case "second": useSecondChance(); // For second chance, we don't mark the joker as used yet // It will be marked as used when the player submits an answer break; } } function findJokerByType(type) { for (var i = 0; i < jokers.length; i++) { if (jokers[i].type === type) { return jokers[i]; } } return null; } function useFiftyFifty() { var eliminated = 0; var attempts = 0; // Try to eliminate two wrong answers while (eliminated < 2 && attempts < 10) { attempts++; var randomIndex = Math.floor(Math.random() * 4); if (answerButtons[randomIndex].eliminate()) { eliminated++; } } } function useAudienceHelp() { // Calculate audience accuracy based on question number // Accuracy decreases as questions get harder var baseAccuracy = 0.99 - currentQuestion * 0.05; for (var i = 0; i < 4; i++) { var percentage; if (i === currentCorrectIndex) { // Correct answer gets higher percentage based on accuracy percentage = Math.floor(baseAccuracy * 100); } else { // Distribute remaining percentage among wrong answers percentage = Math.floor((1 - baseAccuracy) * 33); } // Update button text to show percentage var originalText = questions[currentQuestion].answers[i]; answerButtons[i].setText(originalText + " (" + percentage + "%)"); } // Reset the text after 5 seconds LK.setTimeout(function () { for (var i = 0; i < 4; i++) { answerButtons[i].setText(questions[currentQuestion].answers[i]); } }, 5000); } function usePhoneFriend() { phoneFriendPopup.show(); } function useSecondChance() { // Only activate if not already active if (!secondChanceActive) { // Mark second chance as active for the current question secondChanceActive = true; // Display second chance status secondChanceText.setText("Second Chance Active 🔄"); secondChanceText.visible = true; // Get the second chance joker var secondChanceJoker = findJokerByType("second"); // Don't mark as used yet - will be used when player makes a selection // We only want to mark it visually as active tween(secondChanceJoker, { alpha: 0.7 }, { duration: 300 }); } } function phoneFriendCallback(friendIndex) { var friendKnowledge; // Different friends have different knowledge areas switch (friendIndex) { case 0: // Professor - 80% chance of being correct friendKnowledge = 0.8; break; case 1: // Scientist - 70% chance of being correct friendKnowledge = 0.7; break; case 2: // Artist - 60% chance of being correct friendKnowledge = 0.6; break; case 3: // Engineer - 75% chance of being correct friendKnowledge = 0.75; break; } var answerIndex; // Determine if friend gives correct answer based on knowledge if (Math.random() < friendKnowledge) { answerIndex = currentCorrectIndex; } else { // Select a random wrong answer do { answerIndex = Math.floor(Math.random() * 4); } while (answerIndex === currentCorrectIndex); } // Highlight the friend's suggestion var originalColor = answerButtons[answerIndex].children[0].tint; answerButtons[answerIndex].children[0].tint = 0x00FFFF; // Reset the highlight after 5 seconds LK.setTimeout(function () { answerButtons[answerIndex].children[0].tint = originalColor; }, 5000); } function endGame(completed) { gameOver = true; // Update high score if (score > storage.highScore) { storage.highScore = score; } // Update total games played storage.totalPlayed = (storage.totalPlayed || 0) + 1; // Show game over screen if (completed) { LK.showYouWin(); } else { LK.showGameOver(); } } // Initialize game function initGame() { score = 0; gameOver = false; currentQuestion = 0; secondChanceActive = false; // Reset jokers for (var i = 0; i < jokers.length; i++) { jokers[i].reset(); } // Update score text scoreText.setText("Score: " + score); // Clear second chance text secondChanceText.setText(""); // Start with first question loadQuestion(0); // Play background music LK.playMusic('backgroundMusic'); } // Start the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -219,8 +219,9 @@
overlay.alpha = 0;
self.isSelected = false;
self.isEliminated = false;
self.isDisabled = false; // Reset disabled state
+ self.alpha = 1; // Reset visual appearance back to fully visible
};
self.eliminate = function () {
if (self.isCorrect) {
return false;
@@ -503,10 +504,12 @@
} else {
// If wrong answer with second chance active, disable only that button
LK.getSound('incorrectSound').play();
answerButtons[index].disable(); // Make this button unclickable
- // Keep the game going, second chance is still active
- // No need to lock answer input, player can still make another choice
+ // Deactivate second chance - one wrong answer protection used
+ secondChanceActive = false;
+ secondChanceText.setText(""); // Clear the indicator
+ // Player can still continue with this question, but will lose on next wrong answer
}
} else {
// Normal answer handling (no second chance active)
answerLocked = true;